<!DOCTYPE html>
<html>

<head>
  <title>cannon.js - body types demo</title>
  <meta charset="utf-8">
  <link rel="stylesheet" href="css/style.css" type="text/css" />
  <meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
</head>

<body>
  <script src="../../feng3d/out/feng3d.js"></script>
  <script src="../out/cannon.js"></script>
  <script src="../build/cannon.demo.js"></script>
  <script src="../libs/dat.gui.js"></script>
  <script src="../libs/Three.js"></script>
  <script src="../libs/TrackballControls.js"></script>
  <script src="../libs/Detector.js"></script>
  <script src="../libs/Stats.js"></script>
  <script src="../libs/smoothie.js"></script>
  <script>

    /**
     * Demos of the Body.type types.
     */
    var demo = new CANNON.Demo();
    var size = 2;

    demo.addScene("Moving box", function ()
    {
      var world = setupWorld(demo);

      var boxShape = new CANNON.Box(new CANNON.Vector3(size, size, size));
      var sphereShape = new CANNON.Sphere(size);

      var mass = 5, boxMass = 0;

      // Kinematic Box
      // Does only collide with dynamic bodies, but does not respond to any force.
      // Its movement can be controlled by setting its velocity.
      var b1 = new CANNON.Body({
        mass: boxMass,
        type: CANNON.Body.KINEMATIC,
        position: new CANNON.Vector3(0, 0, 0.5 * size)
      });
      b1.addShape(boxShape);
      world.addBody(b1);
      demo.addVisual(b1);

      // To control the box movement we must set its velocity
      b1.velocity.set(0, 0, 5);
      setInterval(function ()
      {
        if (b1.velocity.z < 0)
          b1.velocity.set(0, 0, 5);
        else
          b1.velocity.set(0, 0, -5);
      }, 1000);

      // Dynamic Sphere
      // Dynamic bodies can collide with bodies of all other types.
      var b2 = new CANNON.Body({
        mass: mass,
        position: new CANNON.Vector3(0, 0, 3 * size)
      });
      b2.addShape(sphereShape);
      world.addBody(b2);
      demo.addVisual(b2);
    });

    demo.start();

    function setupWorld(demo)
    {
      var world = demo.getWorld();
      world.gravity.set(0, 0, -40);
      world.broadphase = new CANNON.NaiveBroadphase();
      world.solver.iterations = 10;

      world.defaultContactMaterial.contactEquationStiffness = 1e8;
      world.defaultContactMaterial.contactEquationRelaxation = 10;

      // Static ground plane
      // Static bodies only interacts with dynamic bodies. Velocity is always zero.
      var groundShape = new CANNON.Plane();
      var mass = 0; // mass=0 will produce a static body automatically
      var groundBody = new CANNON.Body({
        mass: mass,
      });
      groundBody.addShape(groundShape);
      world.addBody(groundBody);
      demo.addVisual(groundBody);

      return world;
    }

  </script>
</body>

</html>